Carrying on from the previous post, the goal here is to come up with a pool of NPCs who have enough color built in to make this list more meaningful than just rolling on general random NPC trait tables, yet still allow enough freedom to be adapted to the overall village as needed. I assigned occupations for a number of them, but I think they can still be used to fill in people in charge of d12 special places (smithy, witch's hut, etc.) by either treating the assumed occupation as a major hobby or simply throwing it out and adapting the rest of the traits in a sensible way.
The NPCs are meant to be selected by a random draw of standard playing cards, including jokers. Since my suggested size for the village allows for up to 9 notable villagers, you could use the list to make six different villages with no repeats, as long as the used NPCs aren't shuffled back into the deck.
A few notes before getting to the list:
The goal for each NPC is to impart three pieces of information: (a) a starting point for roleplay, (b) a potential reason to have them interact with the PCs, and (c) an additional trait or detail in case of being a cultist which doesn't override who they are already. That limitation on the third piece is important to me because it works to add some obfuscation to whether a given NPC is a cultist and it avoids using "cultist" as a metaphorical hat for "evil". I know those won't be concerns for all GMs, but this is what works for me.
In cases where I write in some relationships with other NPCs, I almost always refer them to previous NPCs so that, in the best case, the relationship can be contextualized immediately. If there aren't enough prior cards to fill the role, then those connections can be built with the following NPCs. I'd think this is obvious, but I've run into enough cases of problems picking up on implicit instructions to justify saying it outright.
A handful of the entries give some extra details in the "IF CULTIST" addition that can be used even if the NPC isn't a cultist (e.g. with the 4 of clubs, they can still have a storage room of scrap cloth and raw thread either way). The entries are all pretty brief, so I like packing in some further embellishment.
Also, I know I mentioned being able to use this generator for non-cult secrets in Part 1. While I stand by that, the "IF CULTIST" additions may be rather hit-or-miss in that case.
Lastly, no quantitative descriptions in terms of game mechanics are given. I trust a GM looking to use random scenario generators posted on blogs is capable of filling in those numbers to their tastes.
Ace - Octogenarian who thinks the first three NPCs are sexual deviants. Serves cloyingly sweet tea to all guests and spreads bad rumors about any who refuse it.
2 - Newcomer to the village. Knows little about the area, cares for even less except farming kale, and has no patience for tomfoolery.
3 - Former jeweler reduced to begging after losing a hand in a hunting accident. Full of self-loathing for being dependent on others now, but does what they must to survive.
4 - Self-appointed guardian of the village. Actually a sadistic deadbeat mooching off of their family's weaving business who enjoys harassing transients.
5 - Loner who relies on own farming/hunting/gathering for food, but will help other villagers in times of need. Has an unrequited crush on the previous NPC.
6 - Constantly gives half-baked advice to others and relies on debating semantics if the flaws are mentioned. Actually smart but somewhat delusional.
7 - The best cook in the village, and not afraid to be vocal about it.
8 - Former mercenary, well-traveled and friendly. Lies about their past by claiming to have been a regular soldier for more prestige.
9 - Withdrawn and taciturn. Believes that the small iron idol in the bedroom is possessed by a god who speaks in their dreams.
10 - Flamboyant local performer, only half as talented as they are colorful. The previous NPC is annoyed by their nightly practice.
Jack - Soft-spoken introvert, with a tendency to take things very literally. Becomes passionate and verbose if the conversation turns to reptiles; otherwise curt to the point of rudeness.
Queen - Gregarious farmhand, always eager to hear stories about other places. Feels guilty about the lynching that happened after framing a vagrant for the death of the previous NPC's dog.
King - Eccentric herbalist whose workspace is always cluttered with incense and carved bone fetishes. Never stays on one topic.
Ace - Fake intellectual, proud of their library despite being illiterate. Plots revenge against the previous NPC for a perceived slight from years ago.
2 - Lazy slob who finds hygiene too troublesome to worry about. Always chewing on something despite having a smile that's more voids than teeth. Extremely nosy.
3 - Pompous glassblower with no sense of humor. Gets angry when the previous NPC calls them "bauble-blower".
4 - Entitled adult brat who's remarkably attractive enough to get away with it. Has the previous NPC wrapped around little finger despite treating them like an object.
5 - Babbling village idiot. As likely to wear clothes as not. Mostly incoherent but cared for communally out of pity.
6 - Estranged child of the previous NPC. Quick to posture and project dominance, but actually a coward.
7 - Very demure and conservative, but will complain about life partner's flaws to any sympathetic ear. Always looking for a lucky break to strike off on their own.
8 - Doesn't believe anything they can't see or understand for themselves. Jumps on any excuse to belittle or bully others of opposite sex.
9 - Waiting out their days to succumb to a terminal illness. Full of ennui and regrets, but will repay genuine efforts to help them.
10 - Bounty hunter who's often rougher than necessary to subdue their quarry but otherwise acts with professional efficiency. Mistakes one of the PCs for a wanted target.
Jack - So condescendingly self-righteous that the rod up their butt has a rod up its butt. Gives opinions on everything, but has a deathly fear of taking any responsibility.
Queen - Friendly and outgoing. Inks tattoos as a hobby. Hoards cats like a dragon, and takes good care of them.
King - Former assassin who joined the village a decade ago as a simple potato farmer. Very private. The allure from their air of mystery is a constant source of drama.
Ace - Taxidermist whose behavior would be bland and normal if it wasn't for a constant almost-smile that comes off as rather creepy.
2 - Airheaded, promiscuous youth. Has romantic feelings for the previous NPC, but gets no respect from anyone but the next NPC, who loves them.
3 - Incorrigible gossip who puts on a friendly face in public and spreads vicious rumors in private.
4 - Outspoken critic of others for being too miserly and self-absorbed. Blissfully ignorant to the benefits of their inheritance from their now-deceased adventuring parents.
5 - Mild-mannered pig farmer. Nobody suspects how many hearts they have sacrificed to the idol in their cellar.
6 - Mercurial baker who would've been run off for ruffling the wrong feathers if they weren't such a master of their craft. Refuses to serve goods to the previous NPC and any acting as their proxy.
7 - Nervous grave digger, easily startled. Always worried about repercussions from a murder they committed in another village two decades earlier.
8 - Loud-mouthed braggart who stops tooting their own horn only to preach outdated and often hypocritical views. Lacks the sense to ever keep their mouth shut, even when it hurts them.
9 - Straightforward and honest to a fault. Reacts poorly to inconsiderate travelers. Stand-offish with any but the previous NPC.
10 - Well-groomed smooth-talker who never misses a chance to get someone indebted to them. Habitual liar, but mostly harmless and folds quickly if their ruses are discovered.
Jack - Arrogant potter with a strong passive-aggressive streak. Their talent is not worth their attitude, but their supply of illicit drugs to the previous two NPCs keeps them in business.
Queen - Just about the nicest person ever. Won't turn down any but the most audacious requests. Very organized and proper.
King - Talented leatherworker who's always doing two favors for every one paid job they take, despite their life partner's complaints.
IF CULTIST: The cult's belts, thongs, and/or restraints are of the highest quality, courtesy of their hand.
Ace - Mostly unsuccessful falconer whose income is reliant on performing unusual sexual favors. Puts on an air of competence that's seen through easily by anyone with actual knowledge of the conversation matter.
2 - Reclusive sculptor, responsible for the grand esoteric statue in the middle of the village. Communicates through notes slipped under their front door.
3 - Charismatic busybody with a penchant for acting and mimicry. Tries to get hired on by travelers.
4 - Paranoid and withdrawn, afraid of anyone discovering the unwholesome bargain they made to receive granulated salts from the faeries outside the village.
5 - Dour pessimist, muscular from stonecutting. Keeps the skulls of any vagrants who come into their home alone and disposes of the bodies via the well in their basement.
6 - Cheerful cartwright who turns into a violent boor when drunk. Swore off drinking over guilt about assaulting the previous NPC, but has terrible self-control.
7 - Amicable and warm senior, when they can shut up about their newest puppy. Secretly a biological parent of the previous NPC.
8 - Aloof and dry tax collector, in service to a distant noble. Mostly reviled by the other villagers, but they're a skilled hand with a sword, and stone buildings don't burn easily.
9 - Lascivious sociopath, on a power trip after getting away with sexually assaulting the previous NPC.
10 - Short-tempered hunter who's grown cynical and jaded with humanity's capacity for cruelty. Smells like nature, in a bad way. Brutal combatant if provoked.
Jack - Young scamp with a quick smile and a fondness for practical jokes. Excuses any items stolen from travelers as having been planted by goblins.
Queen - Very empathetic and tries to make time for everyone despite overloading themselves, but has a mean streak for any who try taking advantage of them. Bears a deep grudge against the previous NPC due to an abusive relationship.
King - Escaped slave who does menial tasks around the village. Acts subservient but can't hide their past education and military training.
Black - Irresponsible farmhand with no sense of schedule, known for going missing for days at a time. Very happy-go-lucky attitude. Protected the previous NPC from a pack of wolves.
Red – A mysterious fortune teller who speaks in cryptic nonsense and pseudo-mysticism. Tolerated by the other villagers to avoid being hexed.
In the next part, I'll go through an example or two of actually making the village and preparing to use it in a game.